Crastiloowa

Crastiloowa

Joined Member # 5591234
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[quote who="Glazunov1" reply="14" id="3445004"] As I recall, when you attempted that kind of thing in MoM, every other faction leader in the game knew instantly what you were doing, and turned on you. Having that as an optional checkbox would seem attractive. Alternatively, attract the more powerful monsters within X distance from the player's borders to immediately attack his/her territory, as if being driven mad by the casting. [/quote] Well, having the pr

26 Replies 99,123 Views

[quote who="parrottmath" reply="631" id="3444921"]see if a particular tag forces the race to not show up in the faction creator.[/quote] Not that this is proof or anything, but I suspect if there was such a tag (known), then Heavenfall would have used it in CoS. As it stands, all the new races appear in the faction creator with text stating that custom factions based on those races is unsupported. FWIW.

844 Replies 1,924,128 Views
Reply to N/A in FE Multiplayer

[quote who="Primal_Savage" reply="8" id="3444857"] [quote who="davrovana" reply="7"] Do you by chance know what the resolution limits are for these choices? [/quote] Height: 768 Width: 193 per choice + 59 for the frame > [/quote] Being lazy and not having examined the mod in question yet, can you squeeze more in if you also replace the graphics with smaller (or at leas

24 Replies 30,673 Views

Note that you won't transfer any production spent toward whatever's currently topmost in your queue over to the new item (but on the other hand, you won't lose that progress either, unless you cancel it entirely.) In other words, you can't do the Granary --> Barracks trick (for any Civ1 players out there.)

3 Replies 5,106 Views

All the CoS centaur heroes (should) come with a base already. The reason for the extra bases is that there are 3 different appearances for centaur bases - so you might want to e.g. choose the armored base for a level 1 centaur hero you turned into a Warrior/Defender if their original base was unarmored. Since all races can recruit centaur heroes, all races need access to the bases in the shops. If you eliminate them from shops, AFAIK the only impact will be that centaur

30 Replies 152,864 Views
Reply to N/A in FE Multiplayer

Nice :) I saw your original post and was wondering what you were trying to do...but this explains it!

24 Replies 30,673 Views

[quote who="UnleashedElf" reply="3" id="3444122"]Yes but it's a castable spell from the sovereign.[/quote] So is the Bandit Lord's "recruit bandit" ability - but I still don't think of it as magic, per se . I just see it as not being worth the dev time to create a whole new UI area just for a couple one-off abilities that function in the same way as spells, even if not "magic". Would be nice if the description in the Online Help/Hieragemnon-thing ment

19 Replies 96,803 Views

I'm pondering just exactly why this is a 60MB program if it's only doing image compression...that is space for a lot of algorithm. I see that it also does format conversion though, so...I suppose if he pulled in a lot of additional libraries for that... Leaving that aside though, even though 90% compression will certainly cause some artifacts, there are times when the space savings outweigh image quality. I have to wonder if this dev's algorith

10 Replies 45,228 Views

[quote who="abob101" reply="2" id="3444023"]On a related note... am I missing something or is there no way to cancel an economic treaty? Or a trade treaty for that matter?[/quote] Not sure if there's a way to force-drop the treaties, but they'll be automatically cancelled if your reactions from the corresponding AI go hostile. Also, declaration of war cancels these treaties. [e digicons];P[/e] That said, there's seldom a reason to cancel them; th

4 Replies 7,917 Views

I can confirm that I used to see the (ongoing) particle effect in circa 1.3 builds; I just cast it again, and did not see the effect. That said, I use CoS and I think that there was a change to the spell effect in this mod in a recent release (I think it used to set the target city's tile type or something?) so perhaps it's due to the mod and not the base game?

6 Replies 6,667 Views

(perhaps stating the obvious here) I think, perhaps, that this may prove most interesting when assigning combat ratings to modded entities. Previously, when reading through mod XML, I more or less assumed that it was somehow factored into the AI determination as to priority of use and didn't give it much thought. An uninformed modder might have assigned a very high combat rating in order that their mod's effect would be more likely to be "picked" by the AI. S

8 Replies 41,411 Views

[quote who="Star Dragon" reply="7" id="3442962"] I'm *assuming* this will be resolved with the same fix, but the Bandit Lord ability has the same issue.[/quote] Not positive, but you may be the first person who actually used that ability :-)

10 Replies 11,880 Views

[quote who="Rotlung" reply="23" id="3442859"] I wonder if this also includes the fixes for tamed beasts disappearing as you have them enter a city...[/quote] [quote who="Derek Paxton"] + Fixed an issue where units captured from lairs would join the city militia as soon as you entered a city (ie: the beast lord tamed units disappear bug). [/quote]

206 Replies 505,338 Views

[quote who="Werewindlefr" reply="20" id="3442546"]Banished, the first "die and retry" city builder.[/quote] Dwarf Fortress?

68 Replies 253,604 Views

[quote who="UnleashedElf" reply="598" id="3442350"]CityTrainingBonus[/quote] Hypothetically, you could have the CityTrainingBonus apply an attribute which specified that a spell be cast at start of combat (similar to the "Noble Legacy" for Pariden.) The spell could then check a condition and apply results based on the results of the check (boolean.) Not sure if there are any testable conditions to see if a unit has an equipped ranged weapon, though.

844 Replies 1,924,128 Views

Do you mean you had already started the quest sequence, but had not yet visited the 2 sites that are now BURIED AND CRUSHED UNDER A MOUNTAIN? I thought that Curgen's Volcano already removed quest markers, but if not, it would be good to do so. If that breaks the ability to complete a linked quest (like the Dragons Eye) I'd personally chalk that up to casualties of war. Or do you mean instead that you had not yet started the quests, but were able to reveal the quest

4 Replies 3,746 Views

There is a way to bind spells to numbers as hotkeys; perhaps you accidentally bound the escape spell this way, and are inadvertently triggering it via something that enters a number (might not even be in LH directly?) Other than that, nothing comes to mind.

3 Replies 3,298 Views

Check out this thread: https://forums.elementalgame.com/446059/page/1/ Disclaimer: I haven't tried this myself, as I find the base game's maps adequate.

2 Replies 19,454 Views

Glad to hear you're feeling better...but all I could think of when seeing the thread topic was: [e classic];)[/e]

9 Replies 96,287 Views

In my experience, the base game AI factions that do best tend to either be militaristic, or expansionist (or both.) The expansionist ones build cities, while the aggressive ones capture them - either way, the other AIs expand too slowly and can't compete. That said, by late midgame, on difficulties where the AI doesn't get overwhelming bonuses, these initially successful AIs start stalling out because they can't manage unrest, allowing the other AIs to start catching

8 Replies 9,678 Views

Generic 4X first: When you cross threshold from "surviving" to "winning" . It's especially fun if you think you've done that, then you get surprised by something and have to re-cross that threshold again. Of course, after crossing that threshold (for real), the game should only last a relatively short while longer - if it's too short, then it's anticlimactic, but if it's too long, then it becomes a chore. City/Pl

86 Replies 365,341 Views

Regarding adding the trait slot(s) as a race/faction ability: if it matters to you, having extra selectable trait slots will probably not be a very beneficial ability for the faction when controlled by AI. Just look at how frequently the AI chooses the "base" unit designs without even using all three default slots. At the very least you'd need to pre-design units to make use of all the slots at various tech levels, and I don't remember anyone ever having tested wh

844 Replies 1,924,128 Views

[quote quoting="post"] I feel like getting a new game. I bought the game before FE (forget the name) a while ago, but never played it much. Found it a bit slow, a bit bland, but showed lots of promise. Sadly my laptop went poof so could not play it. Finally got a new laptop and been playing some old games. Want something new and surprised to see FE (which I new was coming out, but did not know there was stuff after it). So how is this FA:LH? Is it fun first of all? How

2 Replies 9,615 Views

[quote who="Domiel" reply="424" id="3440341"] I was thinking about using the CoreUnits.xml and CoreAbilities.xml from the Patchwork mod. What would happen if I put them in a folder below the CoreUnits.xml from the CoS mod? Would that totally mess it up?[/quote] I don't think the current version of the patchwork mod takes all of the Background Unit Stats into account, so likely what you'd end up with is items/effects not working as intended. That said, I believe w

544 Replies 1,092,582 Views